Oopsies, I found an easy 8 frame improvement. I didn't realize that rotations can be done while quick dropping without resetting the quick drop. There were 4 pieces that did more rotations than horizontal movements, so I was able to start holding Down 2 frames earlier on each of those.
And armed with this knowledge that spamming rotations can be done without losing frames, I'm going to try to abuse it. Rotating a piece close to a wall can cause some odd reorientations. Observe, I'm holding down here:
And now press A:
And press A again to get it where it was before. This managed to save 4 frames by reducing two Left inputs.
I'm not sure where else this can be done; I tested it on this piece due to having the tall I-piece wall, which is a pretty rare scenario to have. Probably at least 80% of the pieces dropped have no way of shaving directional input like this. I'll check as thoroughly as I can tonight.
EDIT:
Things might get more broken now. As I can go from this:
To this, using two simultaneous rotations:
If I didn't do it simultaneously, the piece would get locked in the other orientation. So this seems like a promising option for S and Z pieces.
It's funny, I spent quite some time trying to optimize WHERE I place the pieces, but didn't give enough effort into HOW I place the pieces, haha.
This chart may help understand how these rotation clips work:
https://tetris.wiki/Tetris_(NES,_Tengen)#Rotation_rules
(I'd use a url tag but it wipes the whole message?)
My takeaway from it is that, as the rotation boxes are all pushed into the leftmost position (except I), that rotation clips like this might only be possible in a leftward direction? I'll trial and error as many possible placements as I can, though.